After the account of the Saratoga campaign, I'm on to The Coward of Minden, by Piers Mackesy:
| An unflattering portrait. |
| First read at university over two decades ago... |
After the account of the Saratoga campaign, I'm on to The Coward of Minden, by Piers Mackesy:
| An unflattering portrait. |
| First read at university over two decades ago... |
I'm tired, depressed and not in much of a mood to game real life history at present. I think I'll concentrate on Quar and VBCW for a while (which I need to anyway). Having nearly all Quar built (a cat stole one) and a clear day outside, I chose to undercoat them. I only have pure white to do it with, but it should be an OK base for Contrast-type paints.
As for what I've been reading...
Published in the '60s. Quite short, it's thus pretty superficial, concentrating on personality quirks and famous incidents rather than being true biography. It's written in chronological order, too, and in a style that makes me unsurprised the author specializes in fiction. It's not a bad introduction, though.This one, on the other hand, is new, and quite scholarly. It focuses on the military side of things, primarily strategic and operational. The author's key concept that he uses to rank the main players (Howe, Burgoyne, Washington, Gates, Sackville, etc) is grip - a term I haven't heard before in reference to military competence. Basically, it means partly understanding and recognition of the many variables a general needs to make a decision, and partly the ability to control the units under his command to carry out his intention. He uses Montgomery in the Western Desert as a good example of a general with "grip." Washington and Gates had it, the British didn't. This was mostly because of distance and the fact that some of them didn't like each other (The Americans didn't either, but they still managed to work together).| Best known for sinking the cruiser Ashigara. |
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| Ten Crusader "line squad" and four trench raiders. |
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| Ten Coftyran line and three snipers. |
Not having been to the club for a bit, I was keen to try Cruel Seas again with John's scenario.
| A mined French harbor, with rare Games Workshop hills for terrain at the back. German defenders at top, British attackers to lower right, Axis convoy to come in at upper right. |
| Three Motor Gun Boats and three Vosper MTBs. "Early War," so not a huge range of armament. |
| Two German "Kriegfishcutters," or picket boats. Also two R-boats that doubled as minesweepers. |
| We only had six dud-prone torpedoes to do it with. |
On Turn 2, though, the convoy showed up (random die roll for appearance). Another round of light gunfire, while I slowed to launch four torpedoes at the incoming big ships (they need 20cm of run to activate the exploders). The R-boats went for the mines in the entryway farthest from us. One set off a mine and took severe hit-point damage; the other also failed its roll but thankfully it was a dud.
| Closeup on the R-boats. |
| Germans dealing with the first row of mines. |
| Fish in the water! |
| John checks the range as the firing boat turns to bring its broadside of three machine guns and a 20mm Oerlikon to bear. Can they even hurt the target? |
| Unhappy boat crew on a vinyl sea. |
| A view of the "second line" of the convoy, with the tanker aiming for the island ahead of it. |
| K-k-k-k-krunch!!! The R-boats behind are heading for the mines at upper right. |
| That bloody 88 can be seen amidships of the dazzle-camoed freighter. |
| Well, that didn't help. |
| But at least only one of those convoy ships escaped. |
Today, a little experimentation with Quar. This is not laid out neatly, and is more for my benefit than the readers' - if you're disinterested, skip as this will have some rules and calculation. If you are interested but know nothing of Quar, the rules I'm using can be found here. I'm thinking of using them for small-scale VBCW as well.
One thing I liked about the old 40K starter sets was that they would start you off with just one or two figures a side and go through the turn structure piece by piece. I chose to take a full three-man fireteam of each side, so that I could try out all weapons and the Pluck mechanic too (used only by leaders). The Crusaders have a standard team of Milwer (corporal) with Bogen rifle, Rhyfler with rifle, and Ryfler with Ryshi "heavy rifle." The Coftyrans (who don't do fireteams, but have the WWII British squad organization with seven rifles and a three-man LMG team) get a machine gun team with the same layout, but slightly different weaponry. They start at opposite corners of a 2x2 square.
This will not be nearly as clear or as useful as Stew's much-better-illustrated playthru, but it'll help me. I hope.
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| L-R: Coftyrans and Crusaders. |
Round 2: The Gobsmacked Coftyran stands up for one action. The Milwer moves closer to the machine gunner, then for his second action spends two Pluck points to provide Supporting Fire. Do we have a fourth action? We do. The Cryfen machine-gunner has the Milwer touching him (+1 for Loader) and a Pluck point is spent for support fire (+2 for each of the two guys within 4"). He does Area Fire (-1 for each target in a 4" circle, so -2) and the targets are 17" away for two full range bands (-2). The Ryshi will dive for cover (-4) and the Milwer fire a snap shot (-1). I choose the latter for the snap shot as they are both two range bands away but the latter's Bogen rifle has only -2 to its snap fire; the Ryshi has -3. We'll target the Milwer first at 12-. I rolled an 11 - target out of action. The Ryshi gunner is 9- and I rolled an 8 - also out of action! This means the Milwer can't snap-shot back, as that comes after he's shot at (I got that wrong during the Hurricon game).
Whoops, forgot the Overwatch, who probably could have done something about this. Let's fire the Crusader Milwer. Two range bands (-2), shoots at the Milwer (who snapshots back (-1). 9 or less. He rolls exactly 9, so the Coftyran Milwer is OOA. He could thus not have provided the pluck point, so -5 to the rolls. Both would have been 13+, thus both Crusaders move to cover. There isn't any, so they stay put. The Ryshi dove for cover so is prone, while I assume the Milwer is still standing.
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| I need to make notes re: which photos go where. I wonder if I can name photos whilst taking them. |
Well, this IS why I'm doing this - to learn to watch out for things like that.
Round 3: The Crusader Ryshi returns fire, spending two pluck to provide support (+4). We're doing Area Fire again, able to hit all three opponents (-3) two range bands away (-2). The Cryfen gunner will snap-shot back and the Milwer will load him (I assume this means he cannot snapshot or dive for cover). The third Quar dives for cover. Cryfen to-hit is thus 10-, Milwer 11-, Rhyfler 7-. The Cryfen to-hit is 12 (nothing, as he didn't dive); Milwer 7 (out of action), Rhyfler 10 (dived for cover, so may move 1" and go prone. He could move 5", but there isn't any cover to dive for so he's just hitting the nearest dirt).
Wait, the Ryshi was prone. Any effect? No. The Cryfen gunner shoots back (-3 for snap shot, -2 for range, -2 for prone target, +1 for loader). He needs 6- and rolled a 9. The Ryshi may move an inch, but is already prone.
Supporting shooters may do nothing else, so we're done.
Round 4: Given the lack of cover, both sides should have been prone already, but poor shooting has led to no casualties so far. Coftyrans all move 5" and go prone. One of them had to stand to do this, so that's three actions. They're done, but closer to the enemy and at -2 to be hit.
Round 5: Two more Crusaders go prone and move 2.5". The Ryshi tries aimed fire (no range penalty, but spends two actions - has he a fourth action to do it with? Yes! He picks on the prone Milwer, and spends two Pluck for support fire. (his Milwer has one remaining.) -2 for prone target (who dives for cover - only 1" for no cover) so 6- to hit. The score is 12, so the target is Gobsmacked. We have a fifth action but, due to the support fire, can't use it.
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| These photos aren't very interesting or illuminating, are they? |
Round 7: OK, that's pretty tough for the Crusaders. The Milwer will recover and both figures stand and move. My intent is to experiment with assault. The Milwer spends his last pluck to Charge, and picks on the opposing Milwer. This chap may take Opportunity Fire, but I assume he fires at the range his target was at from the beginning of the move, so is two range bands away. -3 for snapshot and range, +2 for automatic shooting at a single target, so 11-. He rolled an 8 which would take the charger out of action; for testing purposes let's assume he misses.
(I reverted a bit to see what might happen if the Crusader Rhyfler tossed a smoke grenade first, which would have given a further -3 to hit his boss [which would have still hit, so no prob]. I rolled a 2/2, which meant the Coftyran player would get to place the grenade, so it wouldn't block his LOS anyway.)
In goes the Crusader on his prone opponent (+2 to his skill, so 14-). He rolls 11, a hit, and rolls D6+2 Might vs. Toughness 4. He rolled a 2, so equals the Toughness, which only pushes his opponent. No good. Curiously, since this is a Combat action he can't fight again even though he is Engaged, so he'll Steady, giving him back a single Pluck point for future use...
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| That's the second time someone has basically rolled over in response to an attack. |
Today, I finished one book, and got well into another. I was sitting at a desk all day while Early Voters filed past me; we're not open Sundays so I was just there to open the door for the election staff. Didn't even have to answer the phone.
I also built some Paperboys for display, some for Halloween and some for Veteran's Day (as wargame minis, the latter will double as part of my International Games Month display).When I got home, my table was in bright natural light and I considered playtesting Quar: Clash of Rhyfles; then I went to sleep instead, because I'd been at work from 6am. This is my real problem; even a quick three-figure-a-side demo just seems like too much work. Tuesday, then. Must hold myself to that. The alternative is playing outside, which I just might be able to get away with as there shouldn't be anyone else in the "common area" on a weekday morning.
I first discovered Philip Bradley through his On Shaggy Ridge, an engaging account of the Australian 7th Division in late 1943 and one of those little-known jungle battles. Several of his books are now on Hoopla. Australian Light Horse is about the WWI Light Horse Brigade in Egypt and Palestine. There are lots of photos and quotes from the soldiers involved. A good introduction to the campaign, and plenty of useful description for colonial wargaming inspiration. There are side jaunts to Lawrence of Arabia and the air war, too.
So I finished that, and got about a third of the way into Fighting Vichy From Horseback before I left for the day. This is a unique story of British horsed Yeomanry from WWII, and so far it's very appealing. That first third is about the enlistment, training and transport of the Yeomanry from May 1939 on, and there are many interesting tidbits of life in a Yeomanry regiment that could inspire "fluff" for VBCW. There remained a class distinction, with gentry providing many of the officers, but also lots of men with experience in hunting and racing. Horses were simply requisitioned at low prices, and relinquished with emotion, to the point that one is said to have had a note attached - "Seven years old, can be led by a child. Take good care of him." Some of the sergeants and sergeants-major had been commissioned during WWI. Little examination was done, and some of the mares were pregnant and foaled during the voyage to Palestine. A Free French unit rode stallions and care had to be taken that the mounts didn't "mix!"
The author's thesis is that, even at the time, horsed cavalry could still be an integral part of a "modern" army. Cavalry wasn't horsed just because it was cheaper than tanks - it was horsed because horses could go places tanks couldn't - like the heavily broken ground of Lebanon. Also, they feed themselves, though the disadvantage is that they're harder to care for than a motor vehicle - and this was a problem for the WWII British cav, who were largely not trained horsemen to begin with.
He points out that the Germans had cavalry, and even crossed swords with the stereotypical Polish lancers who never actually attacked tanks; while the Soviets used all-arms formations, with riders scouting for the armor! All three services also armed their horsemen with the same heavy weapons as the infantry - this comes up in Bradley's book too, where several times cavalry was able to reach an infilading position with machine guns to cut up Turkish attacks and convoys.
The Yeomanry were reorganized several times before the campaign, some elements being mechanized, then their vehicles taken away and rehorsed. Part of the problem was that the British were badly overstretched in the Med in mid-1941, and in fact the Yeomanry were the only mobile troops available in Palestine because everyone else - including some of their own - had been sent to Greece or the Western Desert. In times of unrest, their mounts made them useful Aid to the Civil Power.
So, quite interesting, and I look forward to finishing it. Others I've picked up include a biography of sniper Billy Sing (mentioned in the Light Horse volume, though by the time of the Middle Eastern campaign he had transferred out), and Henry Hyde's Tabletop Battle Tactics. I enjoy his style of writing, even though I doubt this volume will be much use to me!
See you next time, hopefully with something more meaty.
Ten days since my last post. Been reading 40K novels (catching up on Dan Abnett's Sabbat Worlds Crusade macrocosm), and not really trying to build, paint or play with anything plastic. Though (inspired by a readthru of Beneath the Lily Banners 1st Edition) I did build more of the Spanish 1680s Paperboys I've been working on:
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| This is the standard unit in BLB - three musketeer bases and one pike base behind, all of six figures. |
More and more Helion books are turning up on the Hoopla reading app - right now I'm working my way through their wargaming manual for the First Carlist War. It's quite good, lots of basic information for a newbie like me, plus lovely photos of Perry Miniatures.
| I'm still waiting for the one on the Anglo-Sikh wars. |
| From 1987, so long out of date, when many were brand new. Contains a lot of technical detail. A bathroom read. |
| Another Helion volume from Hoopla. |
| By Pen and Sword this time. |
| I really liked his chapter in the "alternate Napoleonic Wars" volume, and this is shaping up to be very enjoyable. With sardonic humor, too. |
So, Hurricane Milton went through, which means I have a three-day weekend though I only caught the edge and there wasn't even any rain. A couple coworkers north of me lost power. Spent Wednesday keeping an eye on the track, watching Boney episodes and Games Workshop videos, and building Quar and Paperboys:
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| Crusaders, three fire-teams of three plus a Yawdryl (Sergeant). |
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| Coftyrans, in WWII British squad organization - rifle group and machine-gun group. Though the Crusaders get the Brit helmets. |
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| Pirate-era Spanish. |
| Among the first Asimov nonfiction I read. |